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dnd:campaigns:waterdeep:ascore_ruin

Ascore Ruin campaign

Episode Guide

Episode 1

The party has just been laid off from the mine near Bandor Village. After many prosperous years, the mine has closed. It's not the first time, but it just might be the last.

(Jason's character)'s freak wild magic surges caused a recent disaster which caused immeasurable damage. The company would have been a lot more inclined to pay for repairs had they not already feared that the once-rich veins of gold and silver were running dry.

With many other miners, they have taken beds at the flophouse.

Last night a ruckus of hooves was heard by a few of the guests, and now much discussion about potential marauders ensues over breakfast. Before long, it is determined that the company officials who had been boarding at private residences down the block have disappeared. Again, a variety of idiotic explanations are proposed before the crowd reaches the conclusion that they have run off with the workers wages.

A guy named Bob reveals to one of the party privately that he heard them talking yesterday about going down the river.

The two potential river routes out of this area are down the Delimbiyr River to Daggerford or down the River Rauvin and Dessarin River to Waterdeep. Delimbiyr is accessible via the Hellgate pass (3 days) whereas the Rauvin is a 5 day trek to Newfort Village where rafts can be purchased.

A guy named Doug tries to dissuade the party from this fool's errand as that money is long gone ans was scant enough to begin with. He knows the location of the legendary ruins of Ascore which are said to hold priceless treasures.

Encounters
  • If Hellgate then
  • If Newfort then
  • If ascore then

Episode 2

PINS

Once on site in Ascore, a hidden (DC12) scrying stone informs the mage Telihd, who dispatch his crow familiar to (12 hours later) deliver a note to cordially invite them to Citadel Adbar

dnd/campaigns/waterdeep/ascore_ruin.txt · Last modified: by ken

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